For every shot fired in rapid succession the Kohm releases an additional bolt and grows more lethal.

The Kohm is a Grineer shotgun with a unique held-trigger function. While holding the firing button, the Kohm will add an additional pellet to the following shot until it reaches a maximum of twelve pellets per shot, all while increasing its rate of fire. However, the increase in pellet count consumes extra ammunition.

Manufacturing Requirements
Credits64.png
20,000
Salvage64.png
2,500
Oxium64.png
500
Cryotic64.png
500
ArgonCrystal64.png
2
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 150 Blueprint2.svg Blueprints Price:Credits64.png20,000

Characteristics[edit | edit source]

This weapon deals primarily Slash b.svg Slash damage.

Advantages:

Disadvantages:

  • Low Impact b.svg Impact and Puncture b.svg Puncture damage – less effective against shields and armor.
  • Has linear damage falloff from 100% to 53.33% from 15m to 25m target distance (distances are affected by Projectile Speed).
  • Low critical chance.
  • Requires a spool-up of 5 shots before optimal fire rate is achieved, exacerbated by its very slow initial fire rate.
  • Poor ammo efficiency; consumes 4 shells per shot at full spool.
  • Very low accuracy at full spool.

Comparisons:

  • Kohm, compared to Kuva Kohm:
    • Higher base damage (30.0 vs. 20.0)
      • Higher Impact b.svg Impact damage (6.0 vs. 4.0)
      • Higher Puncture b.svg Puncture damage (6.0 vs. 4.0)
      • Higher Slash b.svg Slash damage (18.0 vs. 12.0)
    • Lower charged status chance (6.25% vs. 7.5%)
    • Higher charge attack damage (360.0 vs. 240.0)
    • Lower base critical chance (11% vs. 19%)
    • Lower base status chance (75% vs. 90%)
    • Lower fire rate (3.67 rounds/sec vs. 4.17 rounds/sec)
    • Longer range before damage falloff starts (15m vs. 13m)
    • Shorter range before damage falloff ends (25m vs. 26m)
    • Smaller max damage reduction due to falloff (46.67% vs. 93.75%)
    • Larger magazine (245 rounds vs. 209 rounds)
    • Lower Mastery Rank required (5 vs. 13)
    • Higher disposition (1.3 vs. 0.85)

Acquisition[edit | edit source]

The Kohm's blueprint can be purchased from the Market.

Manufacturing Requirements
Credits64.png
20,000
Salvage64.png
2,500
Oxium64.png
500
Cryotic64.png
500
ArgonCrystal64.png
2
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 150 Blueprint2.svg Blueprints Price:Credits64.png20,000

Notes[edit | edit source]

  • While holding the firing button, each time the Kohm shoots, it will add more pellets to the shot.
    • Sprinting does not cancel the windup period as long as the firing button is still held. Exiting from a sprint will allow the weapon to resume where it left off.
    • At full spool it shoots 12 pellets and uses 4 ammo per shot.
      • Pellet count is verified by a video with unmodded Kohm, frame by frame[1]
    • With base magazine capacity, it can fire 66 shots in succession before needing to reload, spending 244 rounds of ammunition.
    • The Kohm's spread remains low until the 5th shot in the spooling cycle, allowing very accurate shots even with a high pellet count as long as it is allowed to spool down between shots.
    • If it's in the middle of a firing chain and it doesn't have enough ammo to fire the next shot, it will attempt to reload even if the magazine still has ammo in it.
  • The listed status chance is only for the first shot only, and is divided between the pellets the longer it is fired. The UI currently does not reflect maximum spool status per pellet due to the unique mechanics of the shotgun.

Tips[edit | edit source]

  • The Kohm has a high chance of cutting corpses into pieces, making the Kohm an ideal choice for a Desecrating NekrosIcon272.png Nekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
  • A fully-ranked Mod TT 20px.pngShotgun Ammo Mutation is essential for prolonged use. Alternatively, you can use Squad Ammo Restores, Mod TT 20px.pngShotgun Scavenger or bring Carrier with its Mod TT 20px.pngAmmo Case.
  • Additional pellets have infinite punch through, firing through doors, terrain, walls and multiple bodies. This is most likely a bug. However, the fall off damage hinders this, resulting in very low damage output.
  • Using Mod TT 20px.pngTainted Shell will reduce Kohm's overall spread even at full-spool and will allow it to accurately hit targets from greater distances. The reduction in fire rate however significantly reduces the crowd-clearing capabilities of the weapon, due to it taking much longer time to spool and reach full damage output, but it also reduces the rate at which the Kohm uses up ammo.
    • Although a Vazarin Pol.svg polarity can limit elemental modding potential, Mod TT 20px.pngChilling Grasp also has a Vazarin Pol.svg polarity.

Weapon Loadouts[edit source]

Bugs[edit | edit source]

  • The arsenal does not display the damage, multishot, and status chance after spool-up.

Trivia[edit | edit source]

  • The weapon's name is likely derived from Ohm (Ω), a unit for measuring electrical resistance. This ties to the Kohm being derived from an energy weapon.
    • The name Kohm is perhaps an abbreviation of 'Kilo-'ohm, which is simply 1,000 ohms.
  • At the time of its release the Kohm's projectiles had travel time and particle trails, which could result in considerable lag even on high-end computers. The Kohm would undergo several changes to its damage and projectile count, before simply making the projectiles hitscan instead.
  • [DE] Connor commented in the riven workshop about the disposition of Kohm, " Many of you have mentioned the Kohm as well as Detron - These weapons were marked for a reduction, but we opted not to change them, because some players depend on these Rivens to achieve 100% status chance. Because of this, small disposition changes had the chance to make a much larger impact on these weapons, so we have left them as is." 
  • Despite being originally described as a "plasma shotgun" the weapon deals physical damage, meaning it may actually eject metal that is melted by induction heating, which can explain the barrels' sparking and glowing mechanic. The ability to heat up and thus melt more metal at a time can explain the mechanic of using more ammo as the weapon spools up as well.

Media[edit | edit source]

Patch History[edit | edit source]

Hotfix 27.2.2

  • Fixed a script error related to the Kohm.

Update 27.2

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance of first projectile increased from 25% to 75% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Hotfix 22.20.3

  • Fixed Kohm’s firing charge sound staying active.

Hotfix 22.17.3

  • Improved performance issues when firing the Kohm.

Update 22.12

  • Mastery Rank increased from 2 to 5.
  • Critical chance increased from 10% to 11%.
  • Critical damage increased from 2 to 2.3x.
  • Added new sound to the Kohm reload.

Update 21.0

  • Fixed the Kohm having incorrect reload clip ejection timing.

Update 20.0

  • Fixed the Kohm magazine capacity dropping from 960 to 120 when the Twin Rogga is equipped prior.

Hotfix 19.6.1

  • Fixed script errors with the Kohm and the Dendra Armor.

Update 19.1

  • Fixed the Kohm appearing to fire inhumanly fast when viewed as the Host.

Hotfix 18.5.6

  • Added tracers to the Kohm projectile to better show spread.

Update 16.3

  • Made small adjustments to Kohm audio and visual effects.

Update 15.13

  • Reduced particle effect trails for Kohm's projectiles.
  • Adjusted the Kohm to shoot a maximum of 5 pellets, in addition to dropping the fire rate but boosting projectile damage to compensate for DPS. This should keep the Kohm's damage relatively unchanged, while helping cut down on the graphical latency caused by the weapon.

Update 15.10

  • Reduced fire rate of Kohm in full auto, but boosted projectile damage to compensate.

Update 15.9

  • Fixed Kohm creating particle effects on Mirage's clones when particle settings are not set to High in system settings.

Hotfix 15.7.2

  • Added spin down effect to Kohm.

Update 15.7

  • Increased the Kohm's weapon damage from 15 to 25.
  • Decreased the Kohm's Ammo Consumption.

Update 15.6

  • Introduced.

Last updated: Hotfix 23.2.1

See also[edit | edit source]

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